Agent skill

3Dviz Pro Max Scene Builder

by viettranx in viettranx/3dviz-pro-max

Guides building an expressive 3D scene in Three.js or Blender by reasoning through intent, object construction and scientific grounding before using a catalog of recipes and kits.

MITAuto-check passedGame Development

Install 3Dviz Pro Max Scene Builder

skills CLI
$ npx skills add viettranx/3dviz-pro-max --skill 3dviz-pro-max -a claude-code

Project install by default; add -g for ~/.claude/skills/.

GitHub CLI
$ gh skill install viettranx/3dviz-pro-max 3dviz-pro-max --agent claude-code

Project scope by default; add --scope user for a personal install. Needs GitHub CLI 2.90.0 or later (public preview).

Manual copy
$ git clone --depth 1 https://github.com/viettranx/3dviz-pro-max.git skills-src && mkdir -p .claude/skills && cp -r skills-src/skills/3dviz-pro-max .claude/skills/3dviz-pro-max && rm -rf skills-src

Use ~/.claude/skills/ instead of .claude/skills for a personal install. The folder must contain SKILL.md.

Claude Code skills documentation · loads skills from .claude/skills/

Facts

Skill name
3dviz-pro-max
GitHub stars
709
Token cost
~2.8k tokens
SKILL.md length
1,275 words
Files
842 (incl. scripts, references)
Skills in repo
1
Repo updated
First seen
Licence
MIT

At a glance

Guides building an expressive 3D scene in Three.js or Blender by reasoning through intent, object construction and scientific grounding before using a catalog of recipes and kits.

  • Works in 10 steps: Intent and visual direction. Identify… → Reason about the important objects.… → Ground the representation. Choose… → …
  • Building a 3D explainer scene for a concept or process
  • SKILL.md covers Workflow, Construction routing, Read only what helps and Small edits
  • Calls python3 and pnpm

What it does

The workflow treats its bundled catalog, kits, rigs and scripts as accelerators rather than boundaries: for a new scene it works through intent and visual direction (what the viewer should see, feel or understand, and how shape, material, light, camera and motion work together), then reasons about each important object's silhouette, proportions, parts and surface behavior before picking a construction template, solving the hardest or most distinctive object first.

A grounding step chooses between illustration, a discrete state, simulation or scripted playback, and for scientific claims it researches the source passages and fact-checks the claim against the built model and rendered result, since an imported anatomy mesh or physics engine does not by itself certify a claim. Construction decisions are looked up with bundled search and resolve scripts against a knowledge base of blueprints, such as a biped walker or a market stall, offered as adaptable candidates rather than fixed values to copy. For an existing artifact, it inspects first and applies only the steps the change affects, and user constraints override the suggested tooling.

When your agent uses it

  • Building a 3D explainer scene for a concept or process
  • Creating a scientifically grounded 3D visualization of a technical subject
  • Editing a specific object in an existing 3D scene without rebuilding it all

Example prompts

  • “Build a 3D explainer showing how a four-stroke engine cycle works.”
  • “Create a biped walker rig scene and fact-check the joint mechanics against real references.”
  • “Make the lantern post in this existing scene taller without touching anything else.”

Requirements

  • Python, to run the bundled search and resolve scripts
  • Three.js or Blender

Workflow steps

10 steps, taken from the first numbered list in SKILL.md.

  1. Intent and visual direction. Identify what the viewer should see, feel, understand or do.
  2. Reason about the important objects. Before selecting a template, identify the silhouette,
  3. Ground the representation. Choose illustration, discrete state, simulation or playback; a
  4. Choose construction per object. Use the routing table below. Search for the missing decision
  5. Set quality targets and discover tools. State what the object must withstand at overview,
  6. Build a convincing first view. Keep the user's stack. Reuse shared scripts, renderer setup,
  7. Make behavior belong to the model. Keep transforms, joints, contacts and controls tied to
  8. Run and inspect the real output. Build through the project's existing commands, then view
  9. Refine by subject and evidence. Use visual review
  10. Report honestly. Separate what was built, observed, numerically checked and still limited.

What it can do on your machine

Read from SKILL.md and the folder at commit d077e0e. It shows what the files ask for, not the result of running them.

  • Tool permissions

    Pre-approves nothing: there is no allowed-tools line, so your agent's usual permission prompts apply.

    From allowed-tools in the SKILL.md frontmatter.

  • Runs code

    Ships 1 file in scripts/, which the agent can run.

    Shell commands in SKILL.md call:

    • python3
    • pnpm

    From the folder's file list and the shell code blocks in SKILL.md.

  • Network

    No URLs in SKILL.md. Its commands use pnpm, which can reach the network depending on how they are called.

    From URLs in SKILL.md, links to its own repository left out.

  • Credentials

    Names no API keys, tokens, secrets or passwords.

    From names ending in _API_KEY, _TOKEN, _SECRET, _KEY or _PASSWORD in SKILL.md.

Context cost

3Dviz Pro Max Scene Builder loads about 2.8k tokens when it runs, and up to ~76k if it reads all its reference files. Until then it costs about 51 tokens; SKILL.md has 1,275 words of instructions outside code blocks.

Always · name and description, kept in context so the agent knows when to use it
~51
When it runs · the whole SKILL.md, loaded when a task matches
~2.8k
With references · SKILL.md plus every file in references/, read only if the agent opens them
~76k

Estimates: characters ÷ 4, the usual rule of thumb; real counts depend on the model's tokenizer. Scripts and assets cost tokens only if the agent reads them.

Safety

Auto-check passed

The automated check found no risky patterns in SKILL.md.

Automated static check — not a guarantee. Review scripts before installing. It scans the text of SKILL.md for risky patterns (piping downloads into a shell, reading credential files, hidden Unicode, destructive commands); the scripts in this folder are not scanned.

SKILL.md

The full file from viettranx/3dviz-pro-max at commit d077e0e, republished under its MIT licence (© viettranx). 1,275 words, ~2,755 tokens.

Download SKILL.mdSave it as .claude/skills/3dviz-pro-max/SKILL.md (or your agent's skills folder). This skill also uses 841 other files; get the full folder from GitHub.
name
3dviz-pro-max
description
Design and build expressive 3D scenes, explainers and interactive models with grounded subject knowledge. Use for 3D creation or edits, including scientific visualization and spatial puzzles.

3Dviz Pro Max

Use the agent's spatial reasoning, geometry, composition and programming abilities to realize the user's idea. The catalog, kits, rigs and scripts accelerate decisions and construction; they do not set the boundaries of what you can make. A runnable scene still needs visual judgment.

Workflow

For a new scene, work through the decisions below. For an existing artifact, inspect it first and apply only the steps affected by the change. User constraints override suggested tooling and records.

  1. Intent and visual direction. Identify what the viewer should see, feel, understand or do. Choose a distinctive visual idea, useful references and the intended viewing distance. Decide how shape, material, light, camera and motion work together. Time of day matters for some environments; an anatomical study or mathematical object may need a studio, diagrammatic or invented setting.
  2. Reason about the important objects. Before selecting a template, identify the silhouette, proportions, parts, connections, surface identity and behavior that make each important object convincing. Use object reasoning and object craft. Solve the hardest or most distinctive object early.
  3. Ground the representation. Choose illustration, discrete state, simulation or playback; a scene can combine them if their boundaries are clear. For established academic, scientific or technical claims, research the actual passages and fact-check claim → model → rendered result using research and truth. A decorative mesh, imported anatomy or physics engine does not certify a scientific claim. Identify the authoritative state.
  4. Choose construction per object. Use the routing table below. Search for the missing decision when useful; do not force a subject into the closest lexical match. Recipes, numerical defaults and look profiles are candidates to adapt, not instructions to copy every value. At important joins, decide whether the object needs a continuous skin, a layered covering or separate articulated parts. Use surface continuity when attached volumes look accidental; mesh merging is not a universal cleanup prescription.
    sh
    python3 scripts/search.py "<subject and unresolved decision>"
    python3 scripts/resolve.py <record-id>
    python3 scripts/design-context.py "<objective>" --blueprints --look <style-id>
  5. Set quality targets and discover tools. State what the object must withstand at overview, inspection and close-up distances, including factual fidelity where relevant. Discover available tools without treating tool availability as artistic quality:
    sh
    python3 scripts/host-probe.py --out host.json
    python3 scripts/design-context.py "<objective>" --blueprints --host host.json \
      --delivery web-desktop --hero <blueprint-id>
    T0–T4 describe the existing kit pipelines and their declared proof status. The legacy quality_ceiling field is a shipped-kit pipeline recommendation, not a limit on custom geometry, external assets, procedural materials or the agent's creativity. A missing kit tier does not prohibit another construction method. Blender availability does not make an object high quality; Three.js-only construction does not make it low quality.
  6. Build a convincing first view. Keep the user's stack. Reuse shared scripts, renderer setup, rigs and scaffold, material utilities and geometry operations where they help. For a large scene or collection, inspect one representative demanding object or scene before multiplying the approach. A kit-shaped prototype should not silently become the finished hero. Author custom geometry, shaders, materials, textures, lighting and interactions as needed. Use Blender for suitable modeling, sculpting, rigging, UV or baking work; use Three.js for suitable procedural geometry, interactive state and rendering. Choose their handoff deliberately. For a distinctive finish, develop palette and material direction from useful references: translate them into part assignments, surface scale and light response. Material refinement can strengthen a good form; keep evaluating shape and attachments separately. When adding or changing directional, practical, day/night or rescaled lighting, read lighting direction and scale before implementing the rig. Identify emitter/receiver ownership and final world scale; choose the artistic treatment freely.
  7. Make behavior belong to the model. Keep transforms, joints, contacts and controls tied to their authoritative state. Inspect surrounding objects too: a stand needs support, a light ray must stop at an opaque obstacle in its modeled scene, a creature needs clearance. An illustration may simplify physics, but should not accidentally imply a simulation it does not perform. Allocate reusable geometry once where practical; update transforms, uniforms or buffers during motion. Park static scenes and respect reduced-motion preferences. Do not remove identity-defining detail merely to meet an unmeasured budget; optimize what actually costs work. Use subject clarity and meaningful motion when identity, mechanism or control effects are unclear. Explain what changes and stays fixed; keep landmarks, color meanings and readouts synchronized with the visible state. Check local deformation and attachments through relevant extremes, not just the resting silhouette.
  8. Run and inspect the real output. Build through the project's existing commands, then view the artifact in an available authorized browser. Inspect overview, meaningful close-ups and the important interactions. If automated capture is allowed, the optional shared command is:
    sh
    pnpm build
    python3 scripts/capture.py --dir dist --all-views --click "#control" --out captures
    Add --motion-check 2000 --expect-motion only when the tested state should visibly move. --expect-usable can flag gross visibility failures; it does not judge art. A visible-browser inspection is valid when headless execution is excluded. Never describe an unobserved frame. For lighting changes, inspect source isolation at fixed exposure, an informative direction change, and any output/reset controls. Check affected receivers and occluders, not just glowing bulbs. Preserve the user's motion and camera choices across lighting modes unless a control promises reset.
  9. Refine by subject and evidence. Use visual review and interaction/frame inspection as conditional prompts. Correct factual errors, broken controls and misleading relationships, then improve the most consequential visual weakness. A failed shape may require a different construction method, not more texture or a higher kit tier. For pinching, detached attachments or repeated pose fixes, use regional deformation diagnosis: solver accuracy, surface deformation and visual quality need separate evidence. Revisit ownership and rig assumptions after changing geometry. Continue useful refinement; reassess an approach that keeps failing rather than applying a fixed number of cosmetic passes.
  10. Report honestly. Separate what was built, observed, numerically checked and still limited. Build success and collection completion do not establish artistic approval or subject clarity. When describing skill use, distinguish guidance read, records actually retrieved and adapted, custom work and tools run. A skill link alone does not establish dataset use. For substantial deliverables, keep useful decisions in design-system.md, scene-spec.json and validation-report.md when the project wants them. Do not generate paperwork for small edits or user-excluded internal experiments. Document source/asset rights and material scientific limitations where they matter.
Show full SKILL.md (269 more words)Show less

Construction routing

RouteWhen it helpsWhat to preserve
Reuse a kit directlyIts shape, structure, behavior and finish already fit the actual briefInspect it at the intended distance; a kit can be a hero when it fits
Adapt a kit or compose reusable partsCommon construction is useful, but identity or behavior differsChange silhouette, proportions, joins, materials or articulation; recoloring alone may not suffice
Author custom geometry/materials/rigsA distinctive hero, analytical form, reference or mechanism needs another solutionReuse low-level operations and tooling; custom does not mean rewriting infrastructure
Use a suitable external assetAuthored/scanned/source geometry fits the subject better than reconstructionVerify provenance, rights, scale, registration, topology and what the asset actually represents
Combine methodsDifferent parts or roles benefit from different approachesKeep style, scale, state ownership and interfaces coherent

Neither hero/background role nor Blender/Three.js decides the route by itself. Reuse the mechanism of construction freely; reuse a finished shape only when it fits. An absent dataset entry means a coverage gap, not an unavailable technique. No special justification is owed for creative freedom.

Read only what helps

Small edits

Inspect and change the affected behavior or visual directly. Preserve working interactions and the user's choices. A text, color or small geometry edit does not require a new scene or full workflow.

© viettranx, MIT. Rendered from Markdown: HTML in the file is shown as text, images as links, and headings moved down two levels. Raw file

Files

SKILL.md and 841 other files (scripts, references) in skills/3dviz-pro-max of viettranx/3dviz-pro-max.

  • SKILL.md
  • agents/openai.yaml
  • data/catalog-summary.json
  • data/directions.json
  • data/knowledge/blueprint/blueprint-barrel.json
  • data/knowledge/blueprint/blueprint-biped-walker.json
  • data/knowledge/blueprint/blueprint-cart.json
  • data/knowledge/blueprint/blueprint-clothesline.json
  • data/knowledge/blueprint/blueprint-crate.json
  • data/knowledge/blueprint/blueprint-fence-run.json
  • data/knowledge/blueprint/blueprint-iron-lantern.json
  • data/knowledge/blueprint/blueprint-lantern-post.json
  • data/knowledge/blueprint/blueprint-long-hall.json
  • data/knowledge/blueprint/blueprint-market-stall.json
  • data/knowledge/blueprint/blueprint-quadruped-walker.json
  • data/knowledge/blueprint/blueprint-reeds.json
  • data/knowledge/blueprint/blueprint-rock-cluster.json
  • … and 825 more

Open the folder on GitHubat commit d077e0e

Compare with similar skills

3Dviz Pro Max Scene Builder next to the 5 skills that share the most tags, products or categories with it. Stars are the repository's; “used in” counts other GitHub owners with a copy.

3Dviz Pro Max Scene Builder compared with similar skills
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3Dviz Pro Max Scene Builder this skillviettranx/3dviz-pro-max709—~2.8kAutomated safety check: PassMIT
Threejs World Generationcalesthio/OpenMontage66k—~2kAutomated safety check: PassAGPL-3.0
Blender Web Export Pipelinefreshtechbro/claudedesignskills1k—~4.2kAutomated safety check: PassMIT
Pneuma Lucidpandazki/pneuma-skills161—~4.6kAutomated safety check: WarnMIT
3D Browser GameDanMcInerney/orchflows117—~1.5kAutomated safety check: PassMIT
Obj Exporterbenchflow-ai/skillsbench1.8k—~514Automated safety check: PassApache-2.0

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Works with

Questions about 3Dviz Pro Max Scene Builder

What does 3Dviz Pro Max Scene Builder do?

Guides building an expressive 3D scene in Three.js or Blender by reasoning through intent, object construction and scientific grounding before using a catalog of recipes and kits. The workflow treats its bundled catalog, kits, rigs and scripts as accelerators rather than boundaries: for a new scene it works through intent and visual direction (what the viewer should see, feel or understand, and how shape, material, light, camera and motion work together), then reasons about each important object's silhouette, proportions, parts and surface behavior before picking a construction template, solving the hardest or most distinctive object first.

When should I use 3Dviz Pro Max Scene Builder?

3Dviz Pro Max Scene Builder fits situations like: building a 3D explainer scene for a concept or process; creating a scientifically grounded 3D visualization of a technical subject; editing a specific object in an existing 3D scene without rebuilding it all.

How do I install 3Dviz Pro Max Scene Builder in Claude Code?

Run `npx skills add viettranx/3dviz-pro-max --skill 3dviz-pro-max -a claude-code`. Or copy the skill folder (skills/3dviz-pro-max in viettranx/3dviz-pro-max) into .claude/skills/3dviz-pro-max in your project. Claude Code loads it when a task matches its description.

How do I install 3Dviz Pro Max Scene Builder in Codex?

Run `npx skills add viettranx/3dviz-pro-max --skill 3dviz-pro-max -a codex`. Or copy the skill folder (skills/3dviz-pro-max in viettranx/3dviz-pro-max) into .agents/skills/3dviz-pro-max in your project. Codex loads it when a task matches its description.

Can I use 3Dviz Pro Max Scene Builder in Cursor, Gemini CLI or GitHub Copilot?

Cursor, Gemini CLI, GitHub Copilot and OpenCode also load SKILL.md folders. With the skills CLI, run `npx skills add viettranx/3dviz-pro-max --skill 3dviz-pro-max -a cursor` (or -a gemini-cli, github-copilot or opencode for the others). To copy it by hand, put the folder in .cursor/skills/3dviz-pro-max, .gemini/skills/3dviz-pro-max, .github/skills/3dviz-pro-max and .opencode/skills/3dviz-pro-max in your project.

What does 3Dviz Pro Max Scene Builder need to run?

Going by SKILL.md and its folder, 3Dviz Pro Max Scene Builder needs the command-line tools its instructions call (python3 and pnpm). Our summary lists: Python, to run the bundled search and resolve scripts; Three.js or Blender.

Does 3Dviz Pro Max Scene Builder access the network?

SKILL.md contains no URLs. Any network use would come from the scripts or tools the agent runs. This is read from the text; nothing was executed.

Is 3Dviz Pro Max Scene Builder safe to install?

Our automated static check of SKILL.md found no risky patterns, such as piping downloads into a shell, reading credential files or hidden Unicode. It is not a guarantee. The check reads SKILL.md only: the scripts in the folder are not scanned, so read them before running anything.

What licence does 3Dviz Pro Max Scene Builder use?

3Dviz Pro Max Scene Builder is published under the MIT licence (the repository's licence). It allows redistribution, so the full SKILL.md is shown on this page.

How many tokens does 3Dviz Pro Max Scene Builder use?

About 2.8k tokens (SKILL.md is roughly 11k characters). Agents keep only the skill's name and description in context until a task matches; then they load SKILL.md in full. Its references folder adds about 73k tokens, read only when the agent opens those files.

What are the alternatives to 3Dviz Pro Max Scene Builder?

Skills that share tags, products or a category with 3Dviz Pro Max Scene Builder: Threejs World Generation (calesthio/OpenMontage, 66k stars), Blender Web Export Pipeline (freshtechbro/claudedesignskills, 1k stars), Pneuma Lucid (pandazki/pneuma-skills, 161 stars) and 3D Browser Game (DanMcInerney/orchflows, 117 stars). The comparison table on this page puts their stars, adoption, token cost, safety result and licence side by side.

Who maintains 3Dviz Pro Max Scene Builder?

viettranx (a GitHub user) maintains it in viettranx/3dviz-pro-max, which has 709 GitHub stars. The repository was last updated on September 11, 2026.

Source: viettranx/3dviz-pro-max on GitHub. Facts on this page come from the repository at the commit we read; the author's words are quoted as theirs.